1 /* $Id: road.cpp 24900 2013-01-08 22:46:42Z planetmaker $ */
4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
10 /** @file road.cpp Generic road related functions. */
16 #include <unordered_map>
20 #include "water_map.h"
22 #include "company_func.h"
23 #include "company_base.h"
24 #include "engine_base.h"
25 #include "date_func.h"
26 #include "landscape.h"
28 #include "pathfinder/npf/aystar.h"
29 #include "tunnelbridge.h"
30 #include "command_func.h"
31 #include "core/backup_type.hpp"
32 #include "core/random_func.hpp"
34 #include "safeguards.h"
37 * Return if the tile is a valid tile for a crossing.
39 * @param tile the current tile
40 * @param ax the axis of the road over the rail
41 * @return true if it is a valid tile
43 static bool IsPossibleCrossing(const TileIndex tile
, Axis ax
)
45 return (IsTileType(tile
, MP_RAILWAY
) &&
46 GetRailTileType(tile
) == RAIL_TILE_NORMAL
&&
47 GetTrackBits(tile
) == (ax
== AXIS_X
? TRACK_BIT_Y
: TRACK_BIT_X
) &&
48 GetFoundationSlope(tile
) == SLOPE_FLAT
);
51 /** Whether to build public roads */
52 enum PublicRoadsConstruction
{
53 PRC_NONE
, ///< Generate no public roads
54 PRC_WITH_CURVES
, ///< Generate roads with lots of curves
55 PRC_AVOID_CURVES
, ///< Generate roads avoiding curves if possible
59 * Clean up unnecessary RoadBits of a planed tile.
60 * @param tile current tile
61 * @param org_rb planed RoadBits
62 * @return optimised RoadBits
64 RoadBits
CleanUpRoadBits(const TileIndex tile
, RoadBits org_rb
)
66 if (!IsValidTile(tile
)) return ROAD_NONE
;
67 for (DiagDirection dir
= DIAGDIR_BEGIN
; dir
< DIAGDIR_END
; dir
++) {
68 const TileIndex neighbor_tile
= TileAddByDiagDir(tile
, dir
);
70 /* Get the Roadbit pointing to the neighbor_tile */
71 const RoadBits target_rb
= DiagDirToRoadBits(dir
);
73 /* If the roadbit is in the current plan */
74 if (org_rb
& target_rb
) {
75 bool connective
= false;
76 const RoadBits mirrored_rb
= MirrorRoadBits(target_rb
);
78 if (IsValidTile(neighbor_tile
)) {
79 switch (GetTileType(neighbor_tile
)) {
80 /* Always connective ones */
81 case MP_CLEAR
: case MP_TREES
:
85 /* The conditionally connective ones */
89 if (IsNormalRoadTile(neighbor_tile
)) {
90 /* Always connective */
93 const RoadBits neighbor_rb
= GetAnyRoadBits(neighbor_tile
, ROADTYPE_ROAD
) | GetAnyRoadBits(neighbor_tile
, ROADTYPE_TRAM
);
95 /* Accept only connective tiles */
96 connective
= (neighbor_rb
& mirrored_rb
) != ROAD_NONE
;
101 connective
= IsPossibleCrossing(neighbor_tile
, DiagDirToAxis(dir
));
105 /* Check for real water tile */
106 connective
= !IsWater(neighbor_tile
);
109 /* The definitely not connective ones */
114 /* If the neighbor tile is inconnective, remove the planed road connection to it */
115 if (!connective
) org_rb
^= target_rb
;
123 * Finds out, whether given company has all given RoadTypes available
124 * @param company ID of company
125 * @param rts RoadTypes to test
126 * @return true if company has all requested RoadTypes available
128 bool HasRoadTypesAvail(const CompanyID company
, const RoadTypes rts
)
130 RoadTypes avail_roadtypes
;
132 if (company
== OWNER_DEITY
|| company
== OWNER_TOWN
|| _game_mode
== GM_EDITOR
|| _generating_world
) {
133 avail_roadtypes
= ROADTYPES_ROAD
;
135 Company
*c
= Company::GetIfValid(company
);
136 if (c
== nullptr) return false;
137 avail_roadtypes
= (RoadTypes
)c
->avail_roadtypes
| ROADTYPES_ROAD
; // road is available for always for everybody
139 return (rts
& ~avail_roadtypes
) == 0;
143 * Validate functions for rail building.
144 * @param rt road type to check.
145 * @return true if the current company may build the road.
147 bool ValParamRoadType(const RoadType rt
)
149 return HasRoadTypesAvail(_current_company
, RoadTypeToRoadTypes(rt
));
153 * Get the road types the given company can build.
154 * @param company the company to get the roadtypes for.
155 * @return the road types.
157 RoadTypes
GetCompanyRoadtypes(CompanyID company
)
159 RoadTypes rt
= ROADTYPES_NONE
;
162 FOR_ALL_ENGINES_OF_TYPE(e
, VEH_ROAD
) {
163 const EngineInfo
*ei
= &e
->info
;
165 if (HasBit(ei
->climates
, _settings_game
.game_creation
.landscape
) &&
166 (HasBit(e
->company_avail
, company
) || _date
>= e
->intro_date
+ DAYS_IN_YEAR
)) {
167 SetBit(rt
, HasBit(ei
->misc_flags
, EF_ROAD_TRAM
) ? ROADTYPE_TRAM
: ROADTYPE_ROAD
);
174 /* ========================================================================= */
176 /* ========================================================================= */
178 CommandCost
CmdBuildBridge(TileIndex end_tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
= nullptr);
179 CommandCost
CmdBuildTunnel(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
= nullptr);
180 CommandCost
CmdBuildRoad(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
= nullptr);
182 static std::vector
<TileIndex
> _town_centers
;
183 static std::vector
<TileIndex
> _towns_visited_along_the_way
;
184 static const uint PUBLIC_ROAD_HASH_SIZE
= 8U; ///< The number of bits the hash for river finding should have.
187 * Simple hash function for public road tiles to be used by AyStar.
188 * @param tile The tile to hash.
189 * @param dir The unused direction.
190 * @return The hash for the tile.
192 static uint
PublicRoad_Hash(uint tile
, uint dir
)
194 return GB(TileHash(TileX(tile
), TileY(tile
)), 0, PUBLIC_ROAD_HASH_SIZE
);
197 static const int32 BASE_COST
= 1; // Cost for utilizing an existing road, bridge, or tunnel.
198 static const int32 COST_FOR_NEW_ROAD
= 10; // Cost for building a new road.
199 static const int32 COST_FOR_SLOPE
= 5; // Additional cost if the road heads up or down a slope.
201 /* AyStar callback for getting the cost of the current node. */
202 static int32
PublicRoad_CalculateG(AyStar
*aystar
, AyStarNode
*current
, OpenListNode
*parent
)
204 int32 cost
= BASE_COST
;
206 if (!IsTileType(current
->tile
, MP_ROAD
)) {
207 if (!AreTilesAdjacent(parent
->path
.node
.tile
, current
->tile
))
209 // We're not adjacent, so we built a tunnel or bridge.
210 cost
+= (DistanceManhattan(parent
->path
.node
.tile
, current
->tile
)) * COST_FOR_NEW_ROAD
+ 6 * COST_FOR_SLOPE
;
212 else if (!IsTileFlat(current
->tile
)) {
213 cost
+= COST_FOR_NEW_ROAD
;
214 cost
+= COST_FOR_SLOPE
;
218 cost
+= COST_FOR_NEW_ROAD
;
222 if (_settings_game
.game_creation
.build_public_roads
== PRC_AVOID_CURVES
&&
223 parent
->path
.parent
!= nullptr &&
224 DiagdirBetweenTiles(parent
->path
.parent
->node
.tile
, parent
->path
.node
.tile
) != DiagdirBetweenTiles(parent
->path
.node
.tile
, current
->tile
)) {
231 /* AyStar callback for getting the estimated cost to the destination. */
232 static int32
PublicRoad_CalculateH(AyStar
*aystar
, AyStarNode
*current
, OpenListNode
*parent
)
234 return DistanceManhattan(*(TileIndex
*)aystar
->user_target
, current
->tile
) * BASE_COST
;
237 /* Helper function to check if a tile along a certain direction is going up an inclined slope. */
238 static bool IsUpwardsSlope(TileIndex tile
, DiagDirection road_direction
)
240 auto slope
= GetTileSlope(tile
);
242 if (!IsInclinedSlope(slope
)) return false;
244 auto slope_direction
= GetInclinedSlopeDirection(slope
);
246 return road_direction
== slope_direction
;
249 /* Helper function to check if a tile along a certain direction is going down an inclined slope. */
250 static bool IsDownwardsSlope(TileIndex tile
, DiagDirection road_direction
)
252 auto slope
= GetTileSlope(tile
);
254 if (!IsInclinedSlope(slope
)) return false;
256 auto slope_direction
= GetInclinedSlopeDirection(slope
);
258 return road_direction
== ReverseDiagDir(slope_direction
);
261 /* Helper function to check if a road along this tile path is possible. */
262 static bool CanBuildRoadFromTo(TileIndex begin
, TileIndex end
)
264 assert(DistanceManhattan(begin
, end
) == 1);
268 Slope slopeBegin
= GetTileSlope(begin
, &heightBegin
);
269 Slope slopeEnd
= GetTileSlope(end
, &heightEnd
);
272 /* Slope either is inclined or flat; rivers don't support other slopes. */
273 (slopeEnd
== SLOPE_FLAT
|| IsInclinedSlope(slopeEnd
)) &&
274 /* Slope continues, then it must be lower... or either end must be flat. */
275 ((slopeEnd
== slopeBegin
&& heightEnd
!= heightBegin
) || slopeEnd
== SLOPE_FLAT
|| slopeBegin
== SLOPE_FLAT
);
278 static TileIndex
BuildTunnel(PathNode
*current
, bool build_tunnel
= false)
280 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_DEITY
, FILE_LINE
);
281 auto build_tunnel_cmd
= CmdBuildTunnel(current
->node
.tile
, build_tunnel
? DC_EXEC
: DC_NONE
, ROADTYPES_ROAD
| (TRANSPORT_ROAD
<< 8), 0);
282 cur_company
.Restore();
284 assert(!build_tunnel
|| build_tunnel_cmd
.Succeeded());
285 assert(!build_tunnel
|| (IsTileType(current
->node
.tile
, MP_TUNNELBRIDGE
) && IsTileType(_build_tunnel_endtile
, MP_TUNNELBRIDGE
)));
287 if (!build_tunnel_cmd
.Succeeded()) return INVALID_TILE
;
288 if (!build_tunnel
&& !IsTileType(_build_tunnel_endtile
, MP_CLEAR
) && !IsTileType(_build_tunnel_endtile
, MP_TREES
)) return INVALID_TILE
;
290 return _build_tunnel_endtile
;
293 static TileIndex
BuildBridge(PathNode
*current
, TileIndex end_tile
= INVALID_TILE
, bool build_bridge
= false)
295 TileIndex start_tile
= current
->node
.tile
;
297 DiagDirection direction
= ReverseDiagDir(GetInclinedSlopeDirection(GetTileSlope(start_tile
)));
300 // We are not building yet, so we still need to find the end_tile.
301 for (TileIndex tile
= start_tile
+ TileOffsByDiagDir(direction
);
303 (GetTunnelBridgeLength(start_tile
, tile
) <= _settings_game
.construction
.max_bridge_length
) &&
304 (GetTileZ(start_tile
) < (GetTileZ(tile
) + _settings_game
.construction
.max_bridge_height
)) &&
305 (GetTileZ(tile
) <= GetTileZ(start_tile
));
306 tile
+= TileOffsByDiagDir(direction
)) {
308 // No supershort bridges and always ending up on a matching upwards slope.
309 if (!AreTilesAdjacent(start_tile
, tile
) && IsUpwardsSlope(tile
, direction
)) {
315 if (!IsValidTile(end_tile
)) return INVALID_TILE
;
316 if (!IsTileType(end_tile
, MP_CLEAR
) && !IsTileType(end_tile
, MP_TREES
)) return INVALID_TILE
;
319 assert(!build_bridge
|| IsValidTile(end_tile
));
321 std::vector
<BridgeType
> available_bridge_types
;
323 for (uint i
= 0; i
< MAX_BRIDGES
; ++i
) {
324 if (CheckBridgeAvailability((BridgeType
)i
, GetTunnelBridgeLength(start_tile
, end_tile
)).Succeeded()) {
325 available_bridge_types
.push_back((BridgeType
)i
);
329 assert(!build_bridge
|| !available_bridge_types
.empty());
330 if (available_bridge_types
.empty()) return INVALID_TILE
;
332 auto bridge_type
= available_bridge_types
[build_bridge
? RandomRange((uint32
)available_bridge_types
.size()) : 0];
334 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_DEITY
, FILE_LINE
);
335 auto build_bridge_cmd
= CmdBuildBridge(end_tile
, build_bridge
? DC_EXEC
: DC_NONE
, start_tile
, bridge_type
| (ROADTYPES_ROAD
<< 8) | (TRANSPORT_ROAD
<< 15));
336 cur_company
.Restore();
338 assert(!build_bridge
|| build_bridge_cmd
.Succeeded());
339 assert(!build_bridge
|| (IsTileType(start_tile
, MP_TUNNELBRIDGE
) && IsTileType(end_tile
, MP_TUNNELBRIDGE
)));
341 if (!build_bridge_cmd
.Succeeded()) return INVALID_TILE
;
346 static TileIndex
BuildRiverBridge(PathNode
*current
, DiagDirection road_direction
, TileIndex end_tile
= INVALID_TILE
, bool build_bridge
= false)
348 TileIndex start_tile
= current
->node
.tile
;
351 // We are not building yet, so we still need to find the end_tile.
352 // We will only build a bridge if we need to cross a river, so first check for that.
353 TileIndex tile
= start_tile
+ TileOffsByDiagDir(road_direction
);
355 if (!IsWaterTile(tile
) || !IsRiver(tile
)) return INVALID_TILE
;
357 // Now let's see if we can bridge it. But don't bridge anything more than 4 river tiles. Cities aren't allowed to, so public roads we are not either.
358 // Only bridges starting at slopes should be longer ones. The others look like crap when built this way. Players can build them but the map generator
359 // should not force that on them. This is just to bridge rivers, not to make long bridges.
362 (GetTunnelBridgeLength(start_tile
, tile
) <= 5) &&
363 (GetTileZ(start_tile
) < (GetTileZ(tile
) + _settings_game
.construction
.max_bridge_height
)) &&
364 (GetTileZ(tile
) <= GetTileZ(start_tile
));
365 tile
+= TileOffsByDiagDir(road_direction
)) {
367 if ((IsTileType(tile
, MP_CLEAR
) || IsTileType(tile
, MP_TREES
)) &&
368 GetTileZ(tile
) <= GetTileZ(start_tile
) &&
369 GetTileSlope(tile
) == SLOPE_FLAT
) {
375 if (!IsValidTile(end_tile
)) return INVALID_TILE
;
376 if (!IsTileType(end_tile
, MP_CLEAR
) && !IsTileType(end_tile
, MP_TREES
)) return INVALID_TILE
;
379 assert(!build_bridge
|| IsValidTile(end_tile
));
381 std::vector
<BridgeType
> available_bridge_types
;
383 for (uint i
= 0; i
< MAX_BRIDGES
; ++i
) {
384 if (CheckBridgeAvailability((BridgeType
)i
, GetTunnelBridgeLength(start_tile
, end_tile
)).Succeeded()) {
385 available_bridge_types
.push_back((BridgeType
)i
);
389 auto bridge_type
= available_bridge_types
[build_bridge
? RandomRange((uint32
)available_bridge_types
.size()) : 0];
391 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_DEITY
, FILE_LINE
);
392 auto build_bridge_cmd
= CmdBuildBridge(end_tile
, build_bridge
? DC_EXEC
: DC_NONE
, start_tile
, bridge_type
| (ROADTYPES_ROAD
<< 8) | (TRANSPORT_ROAD
<< 15));
393 cur_company
.Restore();
395 assert(!build_bridge
|| build_bridge_cmd
.Succeeded());
396 assert(!build_bridge
|| (IsTileType(start_tile
, MP_TUNNELBRIDGE
) && IsTileType(end_tile
, MP_TUNNELBRIDGE
)));
398 if (!build_bridge_cmd
.Succeeded()) return INVALID_TILE
;
403 static bool IsValidNeighbourOfPreviousTile(TileIndex tile
, TileIndex previous_tile
)
405 if (!IsValidTile(tile
)) return false;
407 if (IsTileType(tile
, MP_TUNNELBRIDGE
))
409 if (GetOtherTunnelBridgeEnd(tile
) == previous_tile
) return true;
411 auto tunnel_direction
= GetTunnelBridgeDirection(tile
);
413 if (previous_tile
+ TileOffsByDiagDir(tunnel_direction
) != tile
) return false;
416 if (!IsTileType(tile
, MP_CLEAR
) && !IsTileType(tile
, MP_TREES
) && !IsTileType(tile
, MP_ROAD
)) return false;
418 auto slope
= GetTileSlope(tile
);
420 // Do not allow foundations. We'll mess things up later.
421 bool hasFoundation
= GetFoundationSlope(tile
) != slope
;
422 if (hasFoundation
) return false;
424 if (IsInclinedSlope(slope
)) {
425 auto slope_direction
= GetInclinedSlopeDirection(slope
);
426 auto road_direction
= DiagdirBetweenTiles(previous_tile
, tile
);
428 if (slope_direction
!= road_direction
&& ReverseDiagDir(slope_direction
) != road_direction
) return false;
429 } else if (slope
!= SLOPE_FLAT
) {
437 /* AyStar callback for getting the neighbouring nodes of the given node. */
438 static void PublicRoad_GetNeighbours(AyStar
*aystar
, OpenListNode
*current
)
440 TileIndex tile
= current
->path
.node
.tile
;
442 aystar
->num_neighbours
= 0;
444 // Check if we just went through a tunnel or a bridge.
445 if (current
->path
.parent
!= nullptr && !AreTilesAdjacent(tile
, current
->path
.parent
->node
.tile
)) {
446 auto previous_tile
= current
->path
.parent
->node
.tile
;
447 // We went through a tunnel or bridge, this limits our options to proceed to only forward.
448 auto tunnel_bridge_direction
= DiagdirBetweenTiles(previous_tile
, tile
);
450 TileIndex t2
= tile
+ TileOffsByDiagDir(tunnel_bridge_direction
);
451 if (IsValidNeighbourOfPreviousTile(t2
, tile
)) {
452 aystar
->neighbours
[aystar
->num_neighbours
].tile
= t2
;
453 aystar
->neighbours
[aystar
->num_neighbours
].direction
= INVALID_TRACKDIR
;
454 aystar
->num_neighbours
++;
457 // Handle all the regular neighbours and existing tunnels/bridges.
458 std::vector
<TileIndex
> potential_neighbours
;
460 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
461 auto neighbour
= GetOtherTunnelBridgeEnd(tile
);
463 aystar
->neighbours
[aystar
->num_neighbours
].tile
= neighbour
;
464 aystar
->neighbours
[aystar
->num_neighbours
].direction
= INVALID_TRACKDIR
;
465 aystar
->num_neighbours
++;
467 neighbour
= tile
+ TileOffsByDiagDir(ReverseDiagDir(DiagdirBetweenTiles(tile
, neighbour
)));
469 if (IsValidNeighbourOfPreviousTile(neighbour
, tile
)) {
470 aystar
->neighbours
[aystar
->num_neighbours
].tile
= neighbour
;
471 aystar
->neighbours
[aystar
->num_neighbours
].direction
= INVALID_TRACKDIR
;
472 aystar
->num_neighbours
++;
475 for (DiagDirection d
= DIAGDIR_BEGIN
; d
< DIAGDIR_END
; d
++) {
476 auto neighbour
= tile
+ TileOffsByDiagDir(d
);
477 if (IsValidNeighbourOfPreviousTile(neighbour
, tile
)) {
478 aystar
->neighbours
[aystar
->num_neighbours
].tile
= neighbour
;
479 aystar
->neighbours
[aystar
->num_neighbours
].direction
= INVALID_TRACKDIR
;
480 aystar
->num_neighbours
++;
484 // Check if we can turn this into a tunnel or a bridge.
485 if (current
->path
.parent
!= nullptr) {
486 auto road_direction
= DiagdirBetweenTiles(current
->path
.parent
->node
.tile
, tile
);
487 if (IsUpwardsSlope(tile
, road_direction
)) {
488 auto tunnel_end
= BuildTunnel(¤t
->path
);
490 if (tunnel_end
!= INVALID_TILE
) {
491 assert(IsValidDiagDirection(DiagdirBetweenTiles(tile
, tunnel_end
)));
492 aystar
->neighbours
[aystar
->num_neighbours
].tile
= tunnel_end
;
493 aystar
->neighbours
[aystar
->num_neighbours
].direction
= INVALID_TRACKDIR
;
494 aystar
->num_neighbours
++;
497 else if (IsDownwardsSlope(tile
, road_direction
)) {
498 auto bridge_end
= BuildBridge(¤t
->path
);
500 if (bridge_end
!= INVALID_TILE
) {
501 assert(IsValidDiagDirection(DiagdirBetweenTiles(tile
, bridge_end
)));
502 aystar
->neighbours
[aystar
->num_neighbours
].tile
= bridge_end
;
503 aystar
->neighbours
[aystar
->num_neighbours
].direction
= INVALID_TRACKDIR
;
504 aystar
->num_neighbours
++;
507 else if (GetTileSlope(tile
) == SLOPE_FLAT
)
509 // Check if we could bridge a river from a flat tile. Not looking pretty on the map but you gotta do what you gotta do.
510 auto bridge_end
= BuildRiverBridge(¤t
->path
, DiagdirBetweenTiles(current
->path
.parent
->node
.tile
, tile
));
511 assert(bridge_end
== INVALID_TILE
|| GetTileSlope(bridge_end
) == SLOPE_FLAT
);
513 if (bridge_end
!= INVALID_TILE
) {
514 assert(IsValidDiagDirection(DiagdirBetweenTiles(tile
, bridge_end
)));
515 aystar
->neighbours
[aystar
->num_neighbours
].tile
= bridge_end
;
516 aystar
->neighbours
[aystar
->num_neighbours
].direction
= INVALID_TRACKDIR
;
517 aystar
->num_neighbours
++;
526 /* AyStar callback for checking whether we reached our destination. */
527 static int32
PublicRoad_EndNodeCheck(AyStar
*aystar
, OpenListNode
*current
)
529 // Mark towns visited along the way.
530 auto search_result
= std::find(_town_centers
.begin(), _town_centers
.end(), current
->path
.node
.tile
);
532 if (search_result
!= _town_centers
.end()) {
533 _towns_visited_along_the_way
.push_back(current
->path
.node
.tile
);
536 return current
->path
.node
.tile
== *(TileIndex
*)aystar
->user_target
? AYSTAR_FOUND_END_NODE
: AYSTAR_DONE
;
539 /* AyStar callback when an route has been found. */
540 static void PublicRoad_FoundEndNode(AyStar
*aystar
, OpenListNode
*current
)
542 PathNode
* child
= nullptr;
544 for (PathNode
*path
= ¤t
->path
; path
!= nullptr; path
= path
->parent
) {
545 TileIndex tile
= path
->node
.tile
;
547 TownID townID
= CalcClosestTownFromTile(tile
)->index
;
549 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
550 // Just follow the path; infrastructure is already in place.
552 } else if (path
->parent
== nullptr || AreTilesAdjacent(tile
, path
->parent
->node
.tile
)) {
553 RoadBits road_bits
= ROAD_NONE
;
555 if (child
!= nullptr) {
556 TileIndex tile2
= child
->node
.tile
;
557 road_bits
|= DiagDirToRoadBits(DiagdirBetweenTiles(tile
, tile2
));
559 if (path
->parent
!= nullptr) {
560 TileIndex tile2
= path
->parent
->node
.tile
;
561 road_bits
|= DiagDirToRoadBits(DiagdirBetweenTiles(tile
, tile2
));
564 if (child
!= nullptr || path
->parent
!= nullptr) {
565 // Check if we need to build anything.
566 bool need_to_build_road
= true;
568 if (IsTileType(tile
, MP_ROAD
)) {
569 RoadBits existing_bits
= GetRoadBits(tile
, ROADTYPE_ROAD
);
570 CLRBITS(road_bits
, existing_bits
);
571 if (road_bits
== ROAD_NONE
) need_to_build_road
= false;
574 // If it is already a road and has the right bits, we are good. Otherwise build the needed ones.
575 if (need_to_build_road
)
577 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_DEITY
, FILE_LINE
);
578 auto road_built
= CmdBuildRoad(tile
, DC_EXEC
, ROADTYPE_ROAD
<< 4 | road_bits
, 0);
579 cur_company
.Restore();
583 // We only get here if we have a parent and we're not adjacent to it. River/Tunnel time!
584 DiagDirection road_direction
= DiagdirBetweenTiles(tile
, path
->parent
->node
.tile
);
586 auto end_tile
= INVALID_TILE
;
588 auto start_slope
= GetTileSlope(tile
);
590 if (IsUpwardsSlope(tile
, road_direction
)) {
591 end_tile
= BuildTunnel(path
, true);
592 assert(IsValidTile(end_tile
) && IsDownwardsSlope(end_tile
, road_direction
));
593 } else if (IsDownwardsSlope(tile
, road_direction
)) {
594 // Provide the function with the end tile, since we already know it, but still check the result.
595 end_tile
= BuildBridge(path
, path
->parent
->node
.tile
, true);
596 assert(IsValidTile(end_tile
) && IsUpwardsSlope(end_tile
, road_direction
));
598 // River bridge is the last possibility.
599 assert(GetTileSlope(tile
) == SLOPE_FLAT
);
600 end_tile
= BuildRiverBridge(path
, road_direction
, path
->parent
->node
.tile
, true);
601 assert(IsValidTile(end_tile
) && GetTileSlope(end_tile
) == SLOPE_FLAT
);
609 bool FindPath(AyStar
& finder
, TileIndex from
, TileIndex to
)
611 finder
.CalculateG
= PublicRoad_CalculateG
;
612 finder
.CalculateH
= PublicRoad_CalculateH
;
613 finder
.GetNeighbours
= PublicRoad_GetNeighbours
;
614 finder
.EndNodeCheck
= PublicRoad_EndNodeCheck
;
615 finder
.FoundEndNode
= PublicRoad_FoundEndNode
;
616 finder
.user_target
= &(to
);
617 finder
.max_search_nodes
= 1 << 20; // 1,048,576
619 finder
.Init(PublicRoad_Hash
, 1 << PUBLIC_ROAD_HASH_SIZE
);
623 start
.direction
= INVALID_TRACKDIR
;
624 finder
.AddStartNode(&start
, 0);
626 bool found_path
= (finder
.Main() == AYSTAR_FOUND_END_NODE
);
632 * Build the public road network connecting towns using AyStar.
634 void GeneratePublicRoads()
638 if (_settings_game
.game_creation
.build_public_roads
== PRC_NONE
) return;
640 _town_centers
.clear();
641 _towns_visited_along_the_way
.clear();
643 vector
<TileIndex
> towns
;
647 FOR_ALL_TOWNS(town
) {
648 towns
.push_back(town
->xy
);
649 _town_centers
.push_back(town
->xy
);
653 SetGeneratingWorldProgress(GWP_PUBLIC_ROADS
, (uint
)towns
.size());
655 // Create a list of networks which also contain a value indicating how many times we failed to connect to them.
656 vector
<pair
<uint
, shared_ptr
<vector
<TileIndex
>>>> town_networks
;
657 unordered_map
<TileIndex
, shared_ptr
<vector
<TileIndex
>>> towns_reachable_networks
;
659 TileIndex main_town
= *towns
.begin();
660 towns
.erase(towns
.begin());
662 shared_ptr
<vector
<TileIndex
>> main_network
= make_shared
<vector
<TileIndex
>>();
663 main_network
->push_back(main_town
);
665 town_networks
.push_back(make_pair(0, main_network
));
666 IncreaseGeneratingWorldProgress(GWP_PUBLIC_ROADS
);
668 sort(towns
.begin(), towns
.end(), [&](auto a
, auto b
) { return DistanceManhattan(main_town
, a
) < DistanceManhattan(main_town
, b
); });
670 for (auto begin_town
: towns
) {
671 // Check if we can connect to any of the networks.
672 _towns_visited_along_the_way
.clear();
674 auto reachable_network_iter
= towns_reachable_networks
.find(begin_town
);
675 bool found_easy_path
= false;
677 if (reachable_network_iter
!= towns_reachable_networks
.end()) {
678 auto reachable_network
= reachable_network_iter
->second
;
680 sort(reachable_network
->begin(), reachable_network
->end(), [&](auto a
, auto b
) { return DistanceManhattan(begin_town
, a
) < DistanceManhattan(begin_town
, b
); });
682 TileIndex end_town
= *reachable_network
->begin();
686 found_easy_path
= FindPath(finder
, begin_town
, end_town
);
691 if (found_easy_path
) {
692 reachable_network_iter
->second
->push_back(begin_town
);
694 for (const TileIndex visited_town
: _towns_visited_along_the_way
) {
695 if (visited_town
!= begin_town
) towns_reachable_networks
[visited_town
] = reachable_network_iter
->second
;
698 // Sort networks by failed connection attempts, so we try the most likely one first.
699 sort(town_networks
.begin(), town_networks
.end(), [&](auto a
, auto b
) { return a
.first
< b
.first
; });
701 if (!any_of(town_networks
.begin(), town_networks
.end(), [&](auto network_pair
) {
704 auto network
= network_pair
.second
;
706 // Try to connect to the town in the network that is closest to us.
707 // If we can't connect to that one, we can't connect to any of them since they are all interconnected.
708 sort(network
->begin(), network
->end(), [&](auto a
, auto b
) { return DistanceManhattan(begin_town
, a
) < DistanceManhattan(begin_town
, b
); });
709 TileIndex end_town
= *network
->begin();
711 bool found_path
= FindPath(finder
, begin_town
, end_town
);
714 network
->push_back(begin_town
);
716 for (auto visited_town
: _towns_visited_along_the_way
) {
717 if (visited_town
!= begin_town
) towns_reachable_networks
[visited_town
] = network
;
721 // Increase number of failed attempts if necessary.
722 network_pair
.first
+= (found_path
? (network_pair
.first
> 0 ? -1 : 0) : 1);
729 // We failed to connect to any network, so we are a separate network. Let future towns try to connect to us.
730 shared_ptr
<vector
<TileIndex
>> new_network
= make_shared
<vector
<TileIndex
>>();
731 new_network
->push_back(begin_town
);
733 // We basically failed to connect to this many towns.
734 int towns_already_in_networks
= std::accumulate(town_networks
.begin(), town_networks
.end(), 0, [&](int accumulator
, auto network_pair
) {
735 return accumulator
+ (int)network_pair
.second
->size();
738 town_networks
.push_back(make_pair(towns_already_in_networks
, new_network
));
740 for (const TileIndex visited_town
: _towns_visited_along_the_way
) {
741 if (visited_town
!= begin_town
) towns_reachable_networks
.insert(make_pair(visited_town
, new_network
));
746 IncreaseGeneratingWorldProgress(GWP_PUBLIC_ROADS
);